Wednesday 27 January 2021

[REVIEW] The Palace of Unquiet Repose

The Palace of Unquiet Repose
The Palace of Unquiet Repose (2020)

by Prince of Nothing

Published by The Merciless Merchants

Levels 3-5 (HAH!)

Know, oh Prince, that good sword & sorcery adventures in old-school gaming are still hard to come by; and for all the talk of the mouldering tomes of Appendix N, few have struck the right balance between the imagery and spirit of S&S, and the playability of old-school D&D. Most old-school adventures do not reach deep into the pulp tradition, or fail to grasp what is in there; and most S&S adventures remain semi-interactive railroads, failing on the game level. Indeed, one of the most credible efforts in the last few years has been The Red Prophet Rises, by Malrex and Prince of Nothing; and furthermore, Tar Pits of the Bone Toilers by Malrex was pretty good too. So here is another adventure written by the Prince – and by the gods, he gets it right once again!

The Palace of Unquiet Repose, an expedition into a dead city serving as the tomb and prison of a haughty demi-god, is a monster of a module, a blood-and-guts nightmare in under 60 pages (a further ten or so are dedicated to The Screaming Caverns, an extra dungeon scenario). Those pages are not wasted. The substance – the information to help you run the module – is present, while padding is excluded. Everything serves a purpose, and the text is highly polished. No, it is not an exercise in layout-as-avantgarde-art. The maps are simple, plain-looking, highly readable affairs. The text is ultra-orthodox two-column century gothic, occasionally broken up by mini-maps showing the present area, and pieces of inky-looking art that do not really add much. Bullet points and bolding are used in appropriate places for structure and emphasis. Important details in the text are cross-referenced with the appendices and other parts of the module. It looks as adventurous as Swiss technical documentation, and it all works as unobtrusively and efficiently as Swiss technical documentation – in the background.

The writing is the heart of the monstrosity. It has power, menace, and gloomy pomp; expressive terseness. Opening it up at random points: “The double door is set in the naked rock, man-high, of tarnished, ancient bronze. Faded imagery can barely be made out on the surface.” Or: “These Sial-Atun have been led to the Palace by Captain Sarakhar with promises of infinite riches and godlike might. Instead they find only ennui and ancient horror while they wait for their comrades to return.” Or: “A great marble hall contains rows of carved sepulchers of worked obsidian, edges sharp like razors, gleaming from the light source. Alcoves on both sides of the room stretch off into darkness. Faint glimmers can be discerned within.” It earns its barbarian chops, although the appendices wander into purple prose. Where it matters most, though, the lean-and-mean writing succeeds on the technical level, as a mood-setter, and as a scenario rife with potential for conflict, exploration, and off-the-wall ideas. There are great names. Diorag the Breaker. Uyu-Yadmogh. The Children of the Tree. Gate of the Host Incarnadine. Chamber of Tribute by Conquest.

Leading to a land of dead empires, the Palace beckons. A hazardous wilderness trek is followed by two entrance levels, leading into a vast subterranean necropolis surrounded by a lake of liquid mercury, and then the titular Palace, a 26-area dungeon serving as the resting place of Uyu-Yadmogh, accursed sorcerer king, and his vast treasury. You are not alone: three factions, two coming from outside and one established inside, contend for the ultimate prize (whatever that may be). Death and horror will follow.

Mr. Thing, He Who Must Be
Fun at Parties
The genre is high-magic sword & sorcery turned up to 11. It is not for everyone. It is macabre, loud, album cover art S&S, set to metal riffs. (Or so I think, since this is a musical genre that goes right over my head, and feels pretty much like random environmental noise to my ears.) It is a lot more baroque and grandiose than even most S&S fare, a bit in the manner of Diablo and a bit in the manner of the Final Fantasy series, and I have to confess that it feels rather over the top. Grimdark easily becomes its own parody, and The Palace of Unquiet Repose is on the borderline, because it has no “normal” to fall back on, no section that is just a modest “/11”, and no counterpoints to its sensory assault. Here is a grand grimdark dungeon-palace “dotted with all manner of hideous gargoyles”, and haunted by tattooed, cannibalistic, insane, deformed, gem-studded things. That eat souls. The writhing souls of the eternally damned. Here are the grimmest motherfuckers of a rival NPC party, one “a beautiful golden, hairless child, one of its eyes (…) an orb of absolute blackness”, another one “a monstrous silhouette etched in absolute blackness”, and he is called “An Unbearable Thing, Drawn From The End of Time, Given Hatred and Substance (Wolf of Final Night)”. The leader of the other guys wears “the gilded skulls of lords and generals (500 gp total)” on his plate mail. The leader of the third faction has “a single wild green eye staring out of a skull-like face”. Sometimes, you can’t catch a break. After a while, “Fred the Fighter” starts to look like an appealing concept.

This is not a Palace of honour. Indeed, the wasteland hellhole is more containment zone for a grand sort of evil than convenient treasure-hole, and those who disturb it mostly go here to die. Yes, the cover indicates a 3–5th-level range, but it is the sort of 3–5th-level adventure which will kill off entire parties of characters, starting before the dungeon entrance. Everything here is dead, dangerous, insane, or cursed (sometimes all four). It does not quite become what the loud kids call a “negadungeon” (a punishing killer dungeon where you are much better off backing out and not adventuring), but it is a dungeon where you have to bet with dear stuff to start rolling, and the odds are stacked in favour of the house. It is also a fundamentally static setting even with the rival factions, and in this respect, it is less successful than the lively Red Prophet Rises. “Do you touch the horrible soul-devouring trap for its fabled treasures?” This is the central premise, and it shall determine whether you and your group will like the module. If you like poking bear traps (and the sleeping bears trapped therein), this module has a lot of exciting things to poke, and princely prices to extract. Break off chunks of a massive golden idol. Pry blasphemous death masks off of a mindless golem-thing. Rouse a reanimated demi-god chained with adamantium chains to “a monstrous throne of jagged glass” and find out what happens. You know you want to.

While a bit one-note in its themes, the Palace is very open-ended. This is a place to develop bold plans and win big or lose big. There are useful suggestions in the text to run the scenario and resolve some of the encounters, but there are so many ways you could exploit the Palace and its moving parts (not to mention the rival NPCs) to “break the bank” that it would be folly to list them all. You can sic the proverbial irresistible force against the proverbial immovable object. You can build yourself an invincible army, or a Rube Goldberg contraption to entrap soul-eating 15 HD monstrosities. You can become just a bit too powerful. The resourceful will thrive, and the weak shall be weeded out. Kill or be killed.

In summary, The Palace of Unquiet Repose is a grand module of a very specific sort – one maniacal and meticulously perfected note played very loudly by people who know exactly what they are doing. It is exemplary as a “GM-friendly” module, and it has splendid imagination. All of it, or most of it is brand new – aside from scorpions, the monsters, magic, and NPCs are original creations. And it goes up to 11. Yes, it is very good, if you like this kind of fringe thing.

No playtesters are credited in this publication.

Rating: ***** / *****

Mouths. Why did it have to be mouths?


30 comments:

  1. I don't know how else to contact you, so I'll just ask here... would you be interested in reviewing Cha'alt? Prince of Nothing consulted on it, and he did a damn fine job!

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    1. I would like to see that.

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    2. Verily, it shall be so! But give me some time to digest it; work is piling up at my job.

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    3. No prob. You need anything, let me know. Thanks!

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    4. Just in case you needed a reminder, here it is. If your Cha'alt review is posted by February 28th, please mention my Saving Cha'alt kickstarter (happening now). Thanks!

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    5. And another, just for good measure...

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    6. Haha, I wish I was that fast.

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  2. Hmm, why do I get Mörk Borgish vibe? This should have been a Mörk Borg dungeon.

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    1. Is there anything in Mörk Borg that justifies the whopping price?

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    2. Well, fine things cost money, and Mörk Borg is basically an fine art book fused with rpg. It can be played of course, but just flipping through the pages justifies its existance and price. Whooping - I would not say, frankly I think it is rather modest (28€) if you compare it to any other core book.

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    3. The first page of the weapons chart is very expensive.

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    4. That said, this module is firmly within the D&D rules paradigm, and makes sense within those rules. Mörk Borg is a bunch of steps removed from it; the power curve is different, PC capabilities and monsters are different, and so on.

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    5. I could try Mork Borg if their equipment list wasn’t impossible to read. That pink background burn into my soul.

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    6. Saci, I guess that was exactly their intention. To burn it in your soul.

      Melan, I was talking about the points you made about the feel and tone of the adventure and not about mechanics:
      - "one maniacal and meticulously perfected note played very loudly"
      - "Everything here is dead, dangerous, insane, or cursed (sometimes all four)"
      - "Here is a grand grimdark dungeon-palace “dotted with all manner of hideous gargoyles”, and haunted by tattooed, cannibalistic, insane, deformed, gem-studded things. That eat souls. The writhing souls of the eternally damned."
      - "Grimdark easily becomes its own parody, and The Palace of Unquiet Repose is on the borderline, because it has no “normal” to fall back on"

      To me, that is pure MB-ish vibe, perhaps with the sole exception of saying nothing about the characters (who are in MB are somewhat monsters themselves).
      An important point is that MB, just like the whole black metal scene on which it is based, can be seen as a parody of itself.

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    7. Perhaps stylistically there is a minor overlap, but notice the critical use of the word "borderline." Mörk Börg is too light for my tastes, its selling point is more of an attitude or atmosphere, not enough crunch or depth. That's fine if you like that sort of thing, but its not this. It's to Lamentations of the Flame Princess what Tunnels & Trolls is to D&D.

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    8. I really must say I cannot take all these new rules-sets seriously. That is like selling bespoke loudspeaker for specific brands of music. Now, some occasions might warrant subwoofers for your car to make a very specific impression. But for home-use at the dinner table? Get outta here. In that vein, LotFP is a regular Loudspeaker with a band-logo sprayed on. The actual music plays on gramps old speakers just fine, be it avant-garde or classic country. I have yet to forgive Patrick for making Silent Titans non-D&D. Quite honestly, form a pragmatic and actual DMing perspective, these system-desing Orchids serve no practical purpose. I only see unbridled narcissism.

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    9. With more than a dozen Mörk Borg session DM-ed, I must agree: although it works as beautiful as a 10th century Byzantine kataphraktoi wedge on the battlefield, once the dust is settled the shock it once delivered is gone. It is quite hard to maintain the specific atmosphere and it simply gets boring after a while.

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    10. Settembrini: I agree in the general, although in Silent Titans' defence, it uses Into the ODD, one of the few alt systems which justify their existence (both as a base game and as a basis for mods - Into the Jungle has been reviewed here, and another variant is on the table. I am not sure about ItO's new editions, which - without having read it - seems like fixing something that didn't need to be fixed.

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    11. Interesting take. To me, into the ODD is like a host who makes a great deal out of serving tap water to his guests, talking five minutes about how environment friendly, healthy and tasty that water is and how he went to special efforts to have it served at the right temperature ("Soo important!") to his beloved guests. What do you see in ItO?

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    12. No need to defend Silent Titans, it is one of the truly great works of the NuOSR in that it does something very peculiar very good. And it is playable. The stating of opponents just makes it much harder to enjoy, I need to do work that we all know Patrick is very good at: creating crazy D&D monster abilites and stats.

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  3. Most core books have a bit more substance than stripped down OD&D tables, pretty art and black metal gore generators. (Basically I like the idea, just find the price tag a little exorbitant.)

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  4. Only a 5/5? You will rue this day Hungarian!

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    1. In the distance, the Prestigious Monocled Bird of Excellence beckons. Do you dare follow?

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    2. I follow it...One day I plan to catch it. Challenge accepted.

      Thanks for your time to review Melan!

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  5. PoUR would pair well with the desert cities of Echoes From Fomalhaut. They both have a similar post-apocalyptic S&S vibe, although Melan's work doesn't have Prince's dark metal sensibilities.

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    1. Fomalhaut even has a desert of glass to its west, so the parallels are there. My influences were more close to Vance and Brackett, and (for the City of Vultures) Lang's paranoid movies.

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    2. The influence of Bakker's The Second Apocalypse series is very, very strong in PoUR, not surprising considering the author's nom de plume.

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    3. PM is correct, one other major component is C.A. Smith's Zothique cycle and the influences stretch out and become more diffuse from thereon out. There will, inevitably, be some animu involved at some point.

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    4. Eagerly awaiting The Vampire Palace of Neon Genesis Utena: Ultimate Rose Power Revolution!

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